Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

CubemapArray

Inherits: ImageTextureLayered < TextureLayered < Texture < Resource < RefCounted < Object

An array of Cubemaps, stored together and with a single reference.

Description

CubemapArrays are made of an array of Cubemaps. Like Cubemaps, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube).

The primary benefit of CubemapArrays is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple Cubemaps into a shader using a single CubemapArray. Cubemaps are allocated in adjacent cache regions on the GPU, which makes CubemapArrays the most efficient way to store multiple Cubemaps.

Note: Redot uses CubemapArrays internally for many effects, including the Sky if you set ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections to true. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.

Note: CubemapArray is not supported in the OpenGL 3 rendering backend.

Methods

Resource

create_placeholder() const


Method Descriptions

Resource create_placeholder() const 🔗

Creates a placeholder version of this resource (PlaceholderCubemapArray).